Yeah, related but not quite the same. When I downloaded the binary, it threw the 'unidentified developer' shindig (pretty sure it's purely a signing issue, not "other machine cooties" in this particular case because I uploaded to github straight from the mac), but you can go into your security settings and specifically OK it to run. The problem is, is that ALL the game files are flagged as quarantine, which presumably prevents quarantined files from interacting with other files(From my reading, quarantine is intended to prevent trojan horse attacks and worms), so the app can be run, but it can't interact with anything, so it can't find the other files necessary to actually initialize.

Removing the quarantine file lets it run normally. I'm unsure if signing the app will make the archive also read as fine, but I'm checking into it. May need to have the app signed(which isn't a big deal) and also let xcode produce the archive so it doesn't get uppity upon download.

Thanks for the follow up. Been traveling for work (as a professional I work for US Dept of ED) and it has been taking away from my personal hobbies such as this. I will give this all a good read and try. Thanks again. To answer the earlier question(s)--yup the extraction went fine. If I go inside the package content and run the executable it works just fine (terminal running in background). Not sure why this is happening. Because it work fine from my wife's mac and no workaround is needed. Likely a setting on my machine.

JeffR wrote:Quick follow-up on this: but it looks like the binaries are being bit by something in the upload/download process and MacOS is deciding to quarantine the files, which prevents them from working properly. I remember @

Azaezel mentioning one of their guys running into this as well in retrospect, but I'm not sure where the tangle-up would be coming from as the archive is uploaded right off the mac. Best I can think off-hand is when downloading, because it's not signed and you have to manually OK it with the OS security settings, MacOS is auto-flagging the files for quarantine.

I'll keep poking around to see how we can deal with that so it's a non-issue going forward and then get the binaries re-uploaded once I do.

For the moment, you can either compile it yourself, or you can remove the quarantine attribute by opening terminal, navigating to where the binaries folder is, and typing in:

I should have the 'How to compile on MacOS' article up on the wiki tonight, and I'm looking into how apple wants their applications/archives properly signed to avoid this speedbump in the future, so thanks for noting the weird behavior

We are updating our code to the latest 3.10 engine version. It builds fine on Windows but we ran into a problem when we tried the Mac build.We dont have a Mac to test build on but one of our colleagues does.He can build a Vanilla T3D no problem but when he tries to build with our added in code he gets this error:

We are currently working on getting webkit working with the latest development branch of Torque 3D.

Qt have superceded WebKit and replaced it with WebEngine, but I wanted to get the latest version of WebKit working with Torque before trying to update to WebEngine. I was also looking at Chromium Embedded Framework as a potential replacement.

We are building against the most recent version of Qt that included webkit (version 5.5.1). We are currently stuck with getting the render to texture to work correctly. The original code setup the textures like this:

However GFXDefaultStaticDiffuseProfile no longer exists in the latest Torque3D. If we try GFXRenderTargetProfile instead we just get a blank black texture in game and the following warnings output to the console:

D3D11 ERROR: ID3D11DeviceContext::Map: Map cannot be called with MAP_WRITE_DISCARD access, because the Resource was not created with the D3D11_CPU_ACCESS_WRITE flag. [ RESOURCE_MANIPULATION ERROR #2097210: RESOURCE_MAP_INVALIDMAPTYPE] D:\Torque\Torque3D\Engine\source\gfx\D3D11\gfxD3D11TextureObject.cpp(114,0): {Fatal} - GFXD3D11TextureObject::lock - Failed to map subresource.